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  1. #1111
    Bonsoir,

    Je viens de prendre le jeu et premier réflex je viens voir ici s'il y a une communauté. Du coup y'a un discord? des parties tous les soirs?
    J'aime pas les voleurs et les fils de pute

  2. #1112
    Pas besoin de Discord, tu cherches fr sur les serveurs, tu rejoins une squad et tu verras que 90% du temps tout le monde communique en vocal sans souci.

    Tu peux te faire quelques maps avec une squad fixe d'inconnus au final. C'est pas rare.

  3. #1113
    Je dirais pareil que kennyo. Il y a déjà une système de communication en place pour parler avec les autres membres de l'escouade donc en général pas besoin de discord ou autre. Trouve un serveur français et essaie de rejoindre une escouade où tu vois des pseudos qui sonnent français ou avec un [FR] dans le pseudo. La grande majorité des joueurs a un micro et n'hésite pas à parler.

  4. #1114


    Nouvelle roadmap, ça annonce que du bon !

  5. #1115

  6. #1116
    Le jeu est vraiment CPUvore, même en DX12.

    Sur une config, passé d'une AMD HD4770 (carte de 2009 !) + i5 4440 à une GTX1070, et bien on gagne 10fps en moyenne et changer les graphismes n'a quasi pas d'impact. Bref on tourne vers les 40-50fps, pas glorieux.

    En revanche, passage du i5 4440 au i5 10400f (proc à 150€) : on est à 80-100fps. Le tout en 1080p (donc forcément plus dépendant du CPU aussi).

  7. #1117
    Ceci explique pourquoi je suis aussi peu impacté par les nombreux bugs, crach, chute de fps... avec un PC overclocké.
    C'est assez rare de nos jours qu'un jeu soit plus dépendant du cpu que du gpu.

    Merci pour le constat.

  8. #1118
    Ben apparemment, sur les jeux récents, pas tant que ça, si j'en crois ce que je lis sur les discussions matos de ce forum. De plus en plus de jeux exploitent à fond le multi-cœur... enfin ! Du coup, comme les processeurs récents sont gavés de cœurs, ceux qui sont plus anciens -et plus limités- souffrent un peu plus dorénavant. Il semble que le nombre de cœurs supplante peu à peu la fréquence.
    Bien sûr, la carte graphique reste prépondérante, mais si le CPU ne suit pas, c'est le goulot d'étranglement.
    www.infotographiste.fr - Instagram : florent.infotographiste - Si ça doit merder, ça merdera…- PC Ryzen 3700X+32GB+XFX 5700XT ThicIII Ultra - Panasonic G9 + Leica 8-18mm + Olympus 60mm macro ou Mamiya C220 (Gx7 + Panasonic 14mm en secours)

  9. #1119
    Bah avec i5 4690 k oc a 4,2ghz et une 1070ti je suis toujours a plus de 70 fps. Bon sauf sur la carte en foret avec le bunker... Mais les arbres piquent les yeux c'est violent...
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  10. #1120
    J'avais vu une vidéo d'un gars sur youtube qui indiquait les valeurs a modifier pour avoir un meilleur anti-aliasing sur les arbres. Si je la trouve je vous la post.

    EDIT:

    La voici:


  11. #1121
    Cela faisait longtemps que nous n'avions pas eu droit à un exploit.ini.

    D'ailleurs la dernière maj de PS met en place un système pour empêcher l'édition et les abus de cela.

  12. #1122
    Un exploit? Ça permet juste d'avoir un meilleur lissage des arbres... Parce que bon de base ça pique quand même un peu les yeux.

  13. #1123
    Citation Envoyé par Gerd Le Bourrin Voir le message
    Un exploit? Ça permet juste d'avoir un meilleur lissage des arbres... Parce que bon de base ça pique quand même un peu les yeux.
    Totalement d'accord. Et merci les astuces comme "-dx12".

    Edit : j'ai testé. C'est presque le jour et la nuit, l'aliasing est giga propre : https://ibb.co/V9Fp4rL

    Le post reddit dont il est question dans la vidéo : https://www.reddit.com/r/HellLetLoos...ng_ini_tweaks/
    Dernière modification par kennyo ; 27/02/2021 à 04h13.

  14. #1124
    Citation Envoyé par Gerd Le Bourrin Voir le message
    Un exploit? Ça permet juste d'avoir un meilleur lissage des arbres... Parce que bon de base ça pique quand même un peu les yeux.
    Dans ce cas oui mais les abus sont possibles.
    Virer la végétation, le brouillard et j'en passe il n'y a qu'un pas ...

  15. #1125
    Citation Envoyé par DMDuncan37 Voir le message
    Dans ce cas oui mais les abus sont possibles.
    Virer la végétation, le brouillard et j'en passe il n'y a qu'un pas ...
    Oui j'imagine qu'il est possible de faire ce genre de chose et c'est regrettable.

  16. #1126
    Mise à jour dispo, couteau, MG34, barbelets et un peu de changements dans les menus !

  17. #1127
    Yes !! Pour une fois que c'est en avance !!
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  18. #1128
    Et hop !!

    Patch Notes

    Armour

    We’ve done a deep-dive back into our armour code around both the weapon systems and physics systems, and felt that this required a more concerted effort to rewrite and polish both sets of code. As a result of this, we’re separating out balance with deeper system rewrites. In addition to this, we’re currently working to fill out the proper medium armour slots for all forces, as we know that the heavy armour skew in game has been causing issues for an unacceptably long period of time.

    Due to the time needed to fix many of these deeper issues, we’re releasing as many beneficial changes as we can, as fast as we can.
    Reduced AT-Mine damage to Tanks. Mines no longer instantly destroy the following tanks: Tiger, Panther, Sherman 76mm, Sherman 75mm

    Tank MG belt has been increased from 100 to 200 rounds (this is coupled with the fixed zeroing of the MGs)

    Improved non-penetrating shell FX on Tanks

    Bombing runs and Artillery no longer deals proximity damage to Tanks (only direct hits)

    Adjusted the Luchs & Stuart gear speed ratio to be more linear and smooth

    Improvements made to damage occlusion (Added multi-point damage occlusion). This affects all heavy weapons (rockets, grenades, mines, tank rounds etc.)

    Improved Tanks MG hit detection. Please note, we’re aware of a persisting key issue with regard to the hit detection resulting in specific angles of both the target and the MG resulting in the target taking no damage from what appear to be obvious hits. We have a fix coming for this.


    Meta Changes
    Disabled building Garrisons in neutral sectors

    Capturing a Strong Point on Offensive maps now takes 60 seconds (Was 120 seconds)

    Attacker Garrisons placed in enemy Active sectors on Offensive now takes 5 seconds to dismantle for the Defending forces (Was 30 seconds)

    Disabled the HQ spawn if enemy is capturing that HQ sector on Offensive

    Garrisons can now be placed in the first row/column of enemy sectors for 100 supplies (Unless locked). These are called Forward Garrisons.

    Forward Garrisons are disabled if enemy are within 100m (But not dismantled)

    Garrisons placed in friendly sectors still cost 50 supplies and an enemy needs to be within 15m of the garrison to disable it.

    Removed the 20 second cooldown for disabling Garrisons and Airheads (How long it takes to change from disabled > enemy near)

    Airheads now remain for 3 minutes allowing for 6 spawn waves (Was 2 minutes).

    If a sector is lost, friendly nodes in the lost sector are destroyed

    The engineer can build max 12 nodes per team (4 of each node per team)

    Engineers can no longer build the same nodes within 50 meters of another node

    ----------------------------------------------------------

    Bug Reporting

    We've decided to remove the in-game bug reporting menu in an effort to consolidate the bug reports we’re receiving. Players should instead report any bugs they experience in the game’s Support page on Steam or via the Team17 support page below.

    Contact Team17 Support Here

    ----------------------------------------------------------

    Gameplay/Features
    Added the MG 34 to German forces

    Added Utah Offensive US/GER

    Handheld weapons and tank MGs are now zeroed correctly by default

    Added a 2 minute staging period to the start of Warfare matches.

    Added an Admin/Spectate camera for server admins

    Increased max player level to 500

    Add new rank icons to scoreboard for levels 200-500

    Bullets no longer fire with perfect accuracy when leaving the sprint animation. Instead bullets will travel in the direction that your gun is facing

    Reduced the AT-gun cost from 100 to 50 supplies

    Made barbed wire functional. Due to the implementation, we are aware of specific locations in the game and per gamemode where this is not the case and will be fixing it.

    Added a VOIP reconnect option to Audio settings. We’ve worked a lot directly with Vivox around the implementation of the voip systems and it should be far more stable now, but we felt this would be a good thing to have just in case.

    Added a new anti-aliasing option called ‘Community TAA’ based on community feedback. We’ve added the most popular mixture of settings to the AA as we can no longer allow manual tweaks via .ini - which was used to remove grass and other objects from the game.

    Changing foliage settings no longer causes bushes to disappear

    Locked the ability to edit the engine.ini to prevent users disabling Grass/Foliage/Landscape

    Blueprints will be despawned after 3 minutes if they are not built

    Reduced dismantle timer for friendly blueprints to 2 seconds

    Medics now bandage twice as fast as regular infantry

    Shortened the Germans OP antenna to be more on par with the size of the US OP. We will be most likely remaking the models for both these and the Garrisons to be more optimised, higher quality and similar in size across all forces for balancing sake.

    Increased pistol damage at range (to be a 2 shot kill at extended range)

    Bombing runs and Artillery can now do radial damage to enemy trucks

    Tracers on weapons are now a fixed 1-in-4 ratio, instead of the "25% chance to spawn" system as before

    Vehicle wrecks now despawn when damaged by an explosion or after 5 minutes

    Vehicle wrecks will not despawn after 5 minutes if a player is within 100m or is within 250m and is looking in the direction of the wreck

    Vote-kicks now ban the player for 1 hour instead of 2 hours

    Improved performance on the Enlist screen (Server browser)

    Improvements made to damage occlusion (Added multi-point damage occlusion). This affects all heavy weapons (rockets, grenades, mines, tank rounds etc.)

    Tanks and all explosives can now destroy both enemy and friendly mines

    We’ve implemented a customised threshold on each reload animation, so that if it’s interrupted beyond a certain point the weapon will still be reloaded.

    ----------------------------------------------------------

    EXP
    Players now receive the EXP reward after a deployable has been built, not when placing the blueprint

    Engineers gain 10 Support, Role and Career XP every time a resource node that they placed generates resources (Every 60 seconds)

    Passenger seats of the Supply and Transport Trucks now give bonus support score to the driver (+1 Support score every 60 seconds)

    Engineers earn 10 Support Score for every 30 seconds the Repair Station they built is used

    [Fixed] Inconsistency with the Support Score awarded between the Medic and the player that was revived

    [Fixed] Destroying a tank using the Bombing Run commander ability does not increase the Vehicle Kills score

    ----------------------------------------------------------

    Animation
    [Fixed] Loaded round is not ejected when performing a partial reload with the M1 Garand

    [Fixed] Weapons don't leave firing state properly and keep playing muzzle effects

    [Fixed] [TPP] The player will remain in their throw animation after throwing their last smoke grenade

    [Fixed] [FPP] Character's arms are above their head when looking up and crawling on a sloped surface

    [Fixed] [TPP] Players in the driver seat of any truck have no idle animation

    [Fixed] [TPP] The 1st seat player of the Pak 40 AT gun has no idle animation

    ----------------------------------------------------------

    HUD/UI
    Added a spawn list to the deploy screen that displays a list of available spawn locations

    The game now remembers which units the player has expanded and collapsed when the scoreboard is closed and reopened

    When using the Recon Plane ability, trucks now show as a hollow diamond, while armed vehicles show as a filled diamond.

    Mousing over supplies on the tactical map now displays how many supplies are remaining

    Added a ‘Add Friend’ button to the scoreboard allowing players to add others on Steam

    The Ping marker will now show on the edge of the screen if it’s out of view

    Commander abilities on the map show as white to teammates making them more visible

    Added a ‘Spectate unit’ designation icon to unit the bar. This icon will appear when someone in that unit is in the Admin Cam

    Officers of units now always appear at the top of their unit list and scoreboard

    Placed Satchel Charges icon has been changed from white to red

    Artillery HUD markers now cull at 200M not 500M

    Added a prompt to tell the player they need a bandage when they're wounded even if they don't have one in their inventory

    Servers running Offensive game modes show which team is attacking under the 'Game Mode' section on the Server Browser

    Added VIP slots and server queue information for servers to the server browser

    [Fixed] Players are unable to see occupants of other friendly vehicles when looking from inside a vehicle

    [Fixed] Player icons in-game scale down and become invisible at 200m regardless of view distance settings

    [Fixed] The Commander's name remain's visible in the In-Game HUD if they join a Unit without first Resigning as the Commander

    [Fixed] The player does not join a squad when pressing "Apply" on the Change Role screen after changing an appearance/loadout setting

    ----------------------------------------------------------

    Loadouts

    Sniper
    Added a second sniper loadout with AP mines.

    Tank Commander
    Added a second loadout (Mechanic with a blowtorch) to both forces.

    Machinegunner
    Changed the default German Machinegunner MG loadout to contain the MG34 as primary weapon. The MG42 has been moved back to role level 3.

    The US Machinegunner now has access to the BAR as a second unlockable loadout to provide a moving base of fire.

    NOTE: We will be swapping items in loadouts in future updates as we introduce new equipment and weapons.

    ----------------------------------------------------------

    Server/RCON

    Added the following server options:
    Set Vote Kick Enabled
    Set Vote kick Threshold
    Reset Vote Kick Threshold

    Added enable/disable vote-kick server option

    Fixed a number of instances that would cause the server to crash

    [Fixed] A player banned by using their Steam ID is not removed from the server when it occurs

    [Fixed] Player will not see the server message in-game if they do not deploy within 10 seconds of joining the server

    ----------------------------------------------------------

    SFX
    Added community VO 'death sound effects'.

    Added new BAR firing sfx.

    Overhauled all footsteps sound in the game.

    Adjusted the ‘Mic Volume’ setting to reduce chances of distorted player voices

    Added a sound effect for de-spawning vehicle wrecks

    Added a sound effect for dismantling an Airhead, Repair station and Supply crate

    [Fixed] Tank Hull/Coaxial Machine Gun firing SFX does not correctly play if [LMB] is not pressed long enough.

    [Fixed] The foot step audio while crouch running was inconsistent between FPP and TPP

    [Fixed] No bullet ejection audio when reloading an empty bolt action rifle

    [Fixed] Inconsistent SFX when shooting AP or AT mines

    ----------------------------------------------------------

    Visual Improvements
    Extended the HLOD Transition Distance to a more acceptable distance. This is a bit of a balance between performance and “melted ice cream houses”.

    Updated BAR, Garand, K98k, MG42, Browning M1919, G43, Colt 1911, Luger, P38, STG44 Thompson, Springfield to use the new smart material system. We also cleaned up a lot of the geometry and sights (removed jagged geometry or poorly scaled front sight posts)

    Added particle effect for de-spawning vehicle wrecks

    Added particle effect for dismantling an Airhead, Repair station and Supply crate

    Bandaging wounds now adds blood to players hands

    Increased the cull distance for AT-Guns. They should now be visible at longer distances such as Omaha cliffs

    [Fixed] Scope becomes fuzzy when using sniper rifles

    [Fixed] Changing foliage settings causes grass/shrubs to disappear.

    [Fixed] Trees outlines visible on a fire/smoke VFX when having Low/Medium/High video preset selected

    [Fixed] Inconsistent VFX when shooting AP or AT mines

    [Fixed] The Torch flame will pulse when the game is on a lower FX quality

    [Fixed] The smoke resulting from firing shells from the tank appears distorted on Low, Medium or High FX Quality

    ----------------------------------------------------------

    Trucks
    Improved Trucks collision model to prevent getting stuck on objects

    ----------------------------------------------------------

    Bug Fixes
    [Fixed] Players deploying the LMG do not update for other players that are further than 500m away and become invincible

    [Fixed] The Engineer role's Barbed Wire blocks bazooka/panzerschreck shots, anti-tank/tank shells, grenades and explosions

    [Fixed] The airhead can be dropped in areas that will display the "Turn Back" message on player spawn

    [Fixed] Inconsistencies between certain tanks applying suppression to nearby friendly Players

    [Fixed] The Support and AT's wrench construction animation stops after about 2 seconds

    [Fixed] Offensive maps let defender vehicles pass the HQ of attackers

    [Fixed] Player may be invulnerable to ballistic damage during vaulting and/or climbing

    [Fixed] Starting to capture a sector instantly after the previous one has been caught results in the new sector not becoming enlarged on the player's HUD

    [Fixed] Text for Truck seat key bindings can overlap key bind graphic

    [Fixed] Satchel charge and impact marks appear to rotate on German Medium tank after undergoing collision

    [Fixed] Player will receive 65535 smoke grenades under unstable network conditions

    [Fixed] Opening the map while reloading a bolt action weapon will cancel the reload

    [Fixed] Multiple collision issues with the AT Gun ghost

    [Fixed] Missing progress bar for the 'You Shall Not Pass' and 'Labor of Love' achievements

    [Fixed] Map markers do not fade in when the player toggles the HUD on

    [Fixed] Selected customisations on Character model may appear incorrect on the front-end menu after exiting a server

    [Fixed] Several of the sliders within the game settings produce SFX when being dragged beyond their limit

    [Fixed] The "Dead Bodies Despawn Delay" setting does not change as intended, and is always 1 change behind

    [Fixed] The "Where's an Engineer?!" achievement is tracking the wrong number of repair stations

    [Fixed] The 'Strong Point' hint appears when the player enters an inactive Strong Point

    [Fixed] The achievements that involve the destruction of vehicles give more points of progress than intended

    [Fixed] The compass sometimes remains pointing towards the neutral sector even after that sector had been captured

    [Fixed] The format of the match timer is inconsistent between the HUD and scoreboard

    [Fixed] The health of a truck doesn't match up when compared between its HUD and Torch values

    [Fixed] The Map Marker List is cutoff on multiple resolutions

    [Fixed] The player is unable to dismantle the Barbed Wire constructible

    [Fixed] The player will receive the 'Capturing Sector' hint when they spawn as an attacker on an Offensive map

    [Fixed] The player will receive the 'You killed a friendly!' warning if they down an enemy and deploy on the enemy's team before the downed enemy has 'Let go'

    [Fixed] The reload of a deployed Machine Gun can be interrupted when it appears to be completed

    [Fixed] The user does not receive a warning if they opt to reset their settings or hints

    [Fixed] The ‘Enemy Near’ tooltip does not correctly update while it is visible to the Player

    [Fixed] User is unable to change appearance if the DLC is disabled via Steam whilst it is equipped to the character

    [Fixed] Visible issues when leaving a Unit.

    [Fixed] Watch build animation will partially loop if an enemy Player enters the build radius

    [Fixed] When in proximity of the enemy ghost nodes, the player will see the nodes' HUD icons

    [Fixed] The Commander's 'Reinforce' ability can be placed within locked sectors

    [Fixed] Captured sectors will go into 'Sector Cooldown' on the in-game map while playing the Offensive game mode

    [Fixed] On the Deployment Screen, the selected Spawn Point becomes visually deselected after redeploying

    [Fixed] The building animation will continue to play if the player goes into prone while constructing the supplies

    [Fixed] With pistol equipped, TPP Character ADS animation reverts to Hip when stop animation is played

    [Fixed] [TPP] The Ammo boxes, Ordnance boxes, Medical supplies boxes and Satchel charges are misaligned from the player's hand

    [Fixed] [TPP] The off-hand remains the same orientation when leaning with a one-handed piece of equipment

    [Fixed] Incorrect role equipment for the US ‘Support’ role when wearing the ‘Airborne M1942’ uniform

    [Fixed] Noticeable LOD issue on the Backpack as an US Anti-tank role

    [Fixed] The back of the neck of dead players may sometimes clip through Airborne M1942 Uniform

    [Fixed] [FPP] Player's hand is clipping with the Marsh Fallschirmjager Smock uniform when holding the Karabiner 98K rifle

    [Fixed] Accepting a Steam invite to a server with password will display the Wrong Password prompt

    [Fixed] Changing resolution while in 'Fullscreen' can briefly show the confirmation message before reverting back to its initial configuration

    [Fixed] Climbing on certain bushes can cause the player to levitate

    [Fixed] Disable the engine's shortcut that makes F11 toggle fullscreen

    [Fixed] The Vehicle engine start/stop sequence is cancelled if the Player attempts to open the map at the same time

    [Fixed] Players are able to immediately fire and with perfect accuracy by pressing the aim and fire buttons simultaneously while running

    [Fixed] Players kicked from squad sometimes remain in squad VOIP

    [Fixed] Server queue notifications are displayed to non-VIP members when all server slots are set for VIPs only

    [Fixed] Servers VIP slots only update after a user joins/leaves the server or the map changes

    [Fixed] The player is observed to crash while being "ALT+Tabbed" out of the game.

    [Fixed] Player crashed after leaving server and returning to enlist screen

    [Fixed] The cursor will be temporarily removed if the player is about to be deployed while navigating a game menu

    [Fixed] The Enlist Screen's server queue only updates after a map change or when a user joins/leaves the server

    [Fixed] The game will show as "Unreal Test!" on the Steam server list

    [Fixed] The player can become a rifleman when joining a locked recon unit.

    [Fixed] The player may experience a brief FPS drop upon first selecting a deploy location

    [Fixed] The player receives the "Already a member" message when trying to rejoin the same unit he got kicked out of

    [Fixed] Turret cannon HUD not updating whilst driving Recon Vehicles

    [Fixed] VIP Players are able to join a server during the post-match screen instead of being placed in the server queue

    [Fixed] [TPP] Player can perform certain animations with incorrect equipment.

    [Fixed] "THAT DEPLOY LOCATION HAS BEEN OVERRUN" shown, but the player is deployed anyway.

    [Fixed] Bullets do not penetrate window frames

    [Fixed] The Mausbach Approach capture point name is overlapped by the capture point icon from the HUD

    [Fixed] [TPP] The watch is misaligned in the player's hand

    [Fixed] Multiple issues observed with German revive animation

    [Fixed] If an action is performed while the player simultaneously opens up the scoreboard, the action will continue to completion

    [Fixed] Garrison icons will stay enlarged after being selected using the ‘Dismantle Garrison’ Commander ability

    [Fixed] Certain structures are counted twice in the "View Personal Stats" menu when placed

    [Fixed] Artillery Gun Icons on the HUD turn blue when a Unit member is in them

    [Fixed] Bullet Casing Ejects FX play at world origin when player hasn't moved for a while

    [Fixed] Key-bindings on the In-game map and Hints do not update if the key-bindings are changed via the in-game options menu

    [Fixed] All weapons can penetrate the "WaterDeep" material and the damage is not reduced after penetrating

    [Fixed] After a map transition, the background and player model of the customisation menu can disappear if the player quickly clicks 'Change Role'

    [Fixed] A defunct Unit may be created if another Player swaps team and creates a Unit while the Player is in the ‘Change Role’ menu.

    [Fixed] "Supplies Here!" achievement is not tracking the progress made when using Supply Drop as Commander.

    [Fixed] "Take Cover" achievement is not tracking the progress made

    [Fixed] Backface culling visible on drainpipe.

    [Fixed] Inconsistency with support score awarded when placing level 0 constructible ghosts

    [Fixed] US Trucks get stuck often under Supply Stations.

    [Fixed] A LoD transition issue with the German Munitions node at a short distance

    [Fixed] Collision issues with Barns

    [Fixed] Invisible collision present on factory asset across multiple maps

    [Fixed] Noticeable LOD issue observed on the ‘German Light Tank’

    ----------------------------------------------------------

    UTAH
    Fixed the German side missing various vehicle spawns

    Reduced the extended load time seen on Utah vs other maps

    Fixed a number of assets without working bullet penetration

    Added missing repair stations to the Warfare game mode

    Improved vehicle and player collision on a number of assets across the map

    Fixed a number of misaligned textures and terrain

    ----------------------------------------------------------

    HILL 400
    Fixed a number of misaligned textures and terrain

    ----------------------------------------------------------

    FOY
    The Southern Edge strong point is now more central in the sector than its previous location

    Fixed a number of misaligned textures and terrain

    Road missing collision on Foy map

    Improved MG deployment at certain locations

    Fixed multiple inconsistencies between the map and the in game areas

    Fixed tank & gun shots not penetrating wire fences

    ----------------------------------------------------------

    OMAHA
    [Omaha] Players cannot go in crouch position inside the small stone bunkers if they are in the prone position

    Improved many LOD issues related to buildings and terrain across the map

    Fixed multiple inconsistencies between the map and the in game areas

    Fixed a number of misaligned textures and terrain

    ----------------------------------------------------------

    CARENTAN
    Train track asset is now consistent with the tracks on Hurtgen and Hill 400

    Improved vehicle and player collision on a number of assets across the map

    Prevented players from getting to certain locations they shouldn’t eg. on top of roofs or inside empty buildings

    Fixed inconstant vehicle collision on some stonewall assets across the map

    Increased the clearance on the railway bridge located in [J6/J7] so all vehicles can fit

    Improved LoD transitions on a number of assets

    Fixed a number of misaligned textures and terrain

    ----------------------------------------------------------

    Hurtgen Forest
    Fixed a number of assets without working bullet penetration

    Fixed the German and US sides missing various vehicle spawns

    Fixed a number of misaligned textures and terrain

    ----------------------------------------------------------

    Sainte Mere Eglise
    Fixed the placement of 2 preplaced Garrisons so they are not floating or clipping in the Offensive gamemode

    Fixed the US HQs having a German and US Repair Station model clipping on top of each other

    Improved vehicle collision on a number of assets across the map

    Fixed a number of misaligned textures and terrain

    ----------------------------------------------------------

    Purple Heart Lane
    Fixed a number of misaligned textures and terrain


    Blood and Steel

    That wraps up today's Changelog / Patch Notes!

    We look forward to hearing what you think of the new additions, tweaks and changes that you're diving into with Update 9.

    As always your feedback is integral to us here on the team, so let us know what you like, what you don't and everything in-between!

    Oh and keep an eye and ear out for us in battle, we'll be jumping in to enjoy Blood and Steel alongside you all.

    We'll see you on the frontline.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  19. #1129
    Voici le résumé de l'update 9 en vidéo

    certes moins détaillé mais plus digeste
    Ma chaine RackBoytv et Mes pages FaceBook Twitter et Embrace The inevitable

  20. #1130
    Elle est plaisante cette maj, les graphismes font moins bouillie, le voip fonctionne très bien et on sent une opti bienvenue. Par contre les armes de corps a corps sont inutiles...
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  21. #1131
    Citation Envoyé par Raoulospoko Voir le message
    Par contre les armes de corps a corps sont inutiles...


  22. #1132
    voici la vidéo du match de la semaine dernier: avec la fameuse camera admin
    Ma chaine RackBoytv et Mes pages FaceBook Twitter et Embrace The inevitable

  23. #1133
    Quelqu'un sait si ils ont prévu du corps à corps avec les armes de base ? Genre coup de crosse dans la tempe ? Car oui en l'état ça sert plutôt à rien, le temps de sortir le couteau etc.

  24. #1134
    D'ailleurs, la vidéo du tweak sur le .ini a été importante car c'est sur cette vidéo que les dev se sont basés pour le filtre "Community AAA" que je vous conseille d'utiliser si votre PC, sans être un grille pain, galère un peu.

  25. #1135
    Et bien ce nouveau filtre ne vaut pas le tweak .ini. Pour moi ça reste trop flou comme rendu, sans compter la baisse des perfs de la nouvelle MAJ.

    Pour retrouver plus ou moins le filtre d'avant update, il faut ajouter du sharpen via le panneau Nvidia : https://www.reddit.com/r/HellLetLoos...taa_community/

  26. #1136
    J'ai prit le jeu il a l'air trop bien j'éspère qu'il y a des Canards avec qui jouer les copinous <3

    - - - Mise à jour - - -

    Citation Envoyé par rackboy Voir le message
    voici la vidéo du match de la semaine dernier: https://youtu.be/dJRKdEFp5aA avec la fameuse camera admin
    Elles sont cools tes vidéos Rackboy, j'ai joué un peu avec toi à Arma y'a longtemps, t'a bien progressé sur YT depuis je vois c'est cool pour toi
    Jeu(x) du moment : Diablo IV; Helldivers 2; Yakuza : Like a Dragon.

  27. #1137
    Citation Envoyé par Aza Voir le message
    Elles sont cools tes vidéos Rackboy, j'ai joué un peu avec toi à Arma y'a longtemps, t'a bien progressé sur YT depuis je vois c'est cool pour toi
    Merci ça fait plaisir. Je croise en effet pas mal de monde d'arma sur ce jeu.
    Ma chaine RackBoytv et Mes pages FaceBook Twitter et Embrace The inevitable

  28. #1138
    Merci au gars qui a fait la FP, elle est top !
    Jeu(x) du moment : Diablo IV; Helldivers 2; Yakuza : Like a Dragon.

  29. #1139
    Bon 2 soirées sur le jeu, franchement y'a de bonnes sensations, je m'y crois de fou.

    Pour le moment je comprends pas encore tout, même si ce soir ça allait déjà un peu mieux que hier.

    Si bon suivi des devs y'a un potentiel vraiment pas mal franchement, le mélange FPS genre BF avec un coté tactique (que j'ai pas encore trop pu expérimenter) ça poutre.

    aussi, la voip est super bien gérée.

    bref, c'est un avis un peu à chaud, à voir dans quelques dizaines d'heures j'en aurais un plus affiné. En tout cas, je vais faire de la pub pour ce jeu, il mérite d'avoir du succès imo
    Jeu(x) du moment : Diablo IV; Helldivers 2; Yakuza : Like a Dragon.

  30. #1140
    Hey everyone,

    We're pleased to announce that Patch 15 is live now and deployed to all servers!

    This patch came together thanks to all of your feedback and bug reports following the launch of Update 9, so thank you!

    The main focus of Patch 15 is on the following areas -
    Quality of life
    Bug fixes
    Crash fixes
    Terrain collision

    The full notes are below for your reading pleasure!

    Please note: If you have any missing servers after you've downloaded today's patch, please verify the integrity of your Hell Let Loose game files!


    Patch 15 Changelog

    Quality of Life
    Outposts belonging to your Unit and Garrisons now appear green on the deploy menu and tactical map.
    Anti-Aliasing Method no longer ignores the user’s settings and defaults to Standard AA when launching the title.
    Building and Tree LoD improvements across various maps.
    Updated a large number of assets and materials to correctly work with bullet penetration.
    Updated textures for the Garand and Carbine.
    Updated Game Credits.
    Restored the ability to continue an input while opening the scoreboard or map.
    Padre's M1 is no longer locked behind Rifleman lvl 3.
    The M40 Side Cap now unlocks for Assault, Automatic Rifleman and Medic correctly.
    A large number of community reported map bugs have been fixed.


    Bug Fixes

    [Fixed] On the Enlist screen, clicking a server scrolls the server list
    [Fixed] Players can join a team which should be locked by the Auto-Balance threshold
    [Fixed] The 'Favourites' list in the Enlist screen updates causing servers to appear as duplicates of other servers
    [Fixed] The map will close and chat will be dismissed after having the Map opened and tapping the Map Keybind (M) in chat
    [Fixed] Commander can establish an airhead in the water outside of playable zone in Utah
    [Fixed] Weapons sometimes showing pixelated edges
    [Fixed] Hedgerows have no collision with rockets and tank shells
    [Fixed] Collision issues on several assets
    [Fixed] Blood VFX color appears black and has rendering issues
    [Fixed] On Offensive maps, all barbed wires that are located in the Attackers HQs turn back area are observed to be missing VFX, SFX and do not affect the player in any way.
    [Fixed] On Offensive maps, water does not slow or prevent prone when the player is in the Attackers HQ turn back area.
    [Fixed] Empty enlist screen after putting in an incorrect password under certain conditions
    [Fixed] The "No bandages" message is displayed for a split second when switching between their equipment when the player is damaged
    [Fixed] Holding the breath before aiming will cause the player to be unable to shoot
    [Fixed] Reviving a player that is on a terrain seam may cause them to fall through the map
    [Fixed] In some cases the deploy screen remains up after deploying
    [Fixed] Updated minor incorrect main menu text
    [Fixed] Being killed during a melee animation locks the camera on the attacker
    [Fixed] After confirming the "wrong password" message when joining a server, the password prompt's buttons lose functionality
    [Fixed] US "Sherman Jumbo 75MM" and "Sherman Jumbo 76MM" treads have no bullet collision nad are not affected by the blowtorch
    [Fixed] A server launched with an "Offensive" map variant will display as the "Warfare" game mode on the Enlist menu until someone joins
    [Fixed] Replaced the “Cancel” button with “Back” on the change role screen
    [Fixed] The "Spawn Location" list will display 3 HQs even if only 1 HQ is currently available


    Crashes
    [Fixed] 3 types of client crashes
    [Fixed] 2 types of server crashes


    Servers
    [Fixed] The "Set Vote Kick Enabled" and "Set Vote Kick Threshold" setting is reset after a Map change.
    [Fixed] Transitioning from any map resets the Team Switch Cooldown to 0 if changed during the round.


    Foy
    [Fixed] Shooting through a specific window caused stone PFX and SFX


    Hill 400
    [Fixed] Barbed wire placed under the ground
    [Fixed] A barbed wire asset has no functionality


    Hurtgen
    [Fixed] Barbed wire placed under the ground
    [Fixed] Rock with no collision
    [Fixed] A preplaced Belgian Gate can be destroyed with firearms


    Purple Heart Lane
    [Fixed] Multiple tree models produce concrete PFX when shot
    [Fixed] Water has no functionality in a part of the map


    Utah
    [Fixed] Certain small bushes have Player collision
    [Fixed] Players can travel through the water outside of the playable zone
    [Fixed] On German Bottom HQ there are two repair stations
    [Fixed] Text can be seen on the landscape
    [Fixed] Players can drop an airhead outside of the playable area
    [Fixed] Players can fall from a specific boat when deploying on the Top HQ on the US team
    [Fixed] Players are pushed through the spawn boat if they remain on it when it leaves the map boundary
    [Fixed] The spotlights found throughout the map have no collision


    Sainte Mere Eglise
    [Fixed] A house has no player or bullet collision


    That wraps up today's patch notes!

    Once again thank you all for your patience, feedback and bug reports - they really go a long way.

    We'll be back again later this week with Developer Briefing #125!

    See you on the frontline!
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

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